using System.Collections; using System.Collections.Generic; using UnityEngine; namespace Autohand.Demo{ public class XRAutoHandFingerBender : MonoBehaviour{ public XRHandControllerLink controller; public CommonButton button; [HideInInspector] public float[] bendOffsets; bool pressed; void Update(){ if(!pressed && controller.ButtonPressed(button)) { pressed = true; for(int i = 0; i < controller.hand.fingers.Length; i++) { controller.hand.fingers[i].bendOffset += bendOffsets[i]; } } else if(pressed && !controller.ButtonPressed(button)) { pressed = false; for(int i = 0; i < controller.hand.fingers.Length; i++) { controller.hand.fingers[i].bendOffset -= bendOffsets[i]; } } } private void OnDrawGizmosSelected() { if(controller == null && GetComponent()){ controller = GetComponent(); bendOffsets = new float[controller.hand.fingers.Length]; } } } }